Are you like 12?
Are you kidding me right now? You come here biased as shit to troll the topic and when you get called out on it you troll even more? gtfo go troll somwhere else
Playercard of Axis are trash noobs | ||||||||||||||||||||
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Thread: Conscripts need to be balanced11 Aug 2017, 20:00 PM
Are you kidding me right now? You come here biased as shit to troll the topic and when you get called out on it you troll even more? gtfo go troll somwhere else In: COH2 Balance |
Thread: Conscripts need to be balanced11 Aug 2017, 19:53 PM
Don't forget that Cons also have bullet-magnet initial recived accuracy as well as require more investments to provide utility functions. Believe me my friend, someone has probably already mentioned that fact somewhere along the line but how do you persuade someone who has 4k games with okw and playes nothing else that cons need a buff or price adjustment? From his skewed point of view this presents a risk that the game will not only become harder but also less fun. What if soviet infantry can actually hurt you? What then? So no ammount of data or argument will make them change their mind. Sad thing is there is no requirement of game experience or rank to talk in blaance forum. Otherwise trolls like insanehoshi would be banned. Hey thats actually a good idea. Lets implement a rank or play ammount needed to talk in balance forum. You would have to get a clearence from the forum mods or something after you've shown your playercard. Top 100 with all factions would be best but I think top 200 or 300 with all factions in a specific gamemode would be sufficient enough for me. That would exlude onetrick ponies and oneside fanboys. In: COH2 Balance |
Thread: Conscripts need to be balanced11 Aug 2017, 19:20 PM
Oh I do read with comprehension but his assumption is just simply bad. 2 grens? And how many cons are left by that time? if 5 cons reach grens its 4v5. for there to be 2 grens left it would probably have to be 3 or less cons. Unlikely scenario at best. More probably grens will lose 1 model in every engagement killing 4-5 cons. Seen it too many times. Thats why I went a step further ahead and elaborated on the dps to hp ratio. And since that was already directed toward a retarded monkey level of iq it seems I have to yet again lower the bar. At least now I know who Im playing against. P.S. Funny, Im high ranked in both 1v1 and 2v2 but I dont remember ever playing against you Hoshi Although it seems you are ranked 86 in 2v2 as OKW (figures) with 2197 wins and 1228 losses (3425 in total) while your second most played faction is ost 302 times, sadly you played allies only 113 times (ukf 10 times, usf 11 times, sov 92 times) You played ost 10 times more than you played allied factions combined and okw over 100 times more than allies. This is a balance topic and your game experience is far from balanced. First try to play some allies and understand their point of view before you talk in balance topics. Second, dont hide your player card, if you're an axis fanboy then just embrace that fact and inform everone by showing it so they dont actually take your words seriously. You clearly dont want the game to be more balanced so either be frank about it or stop talking in balance topics. In: COH2 Balance |
Thread: My FBP Suggestions & things that surprise me11 Aug 2017, 18:49 PM
I admire your zeal for trying to talk some sense into those guys but believe me no one here is intrested in balancing the game. Axis have tons of 1v1 unit advantages, require less side techs, have more blob friendly units, less micro heavy units (due to tankiness), superior quality units for the same price, tiers allow for more diversity and versatility, have better unit compositions, less rely on a specific doctrine. But people here love to argue and they will always find an argument that for this or that reason things should stay the same. If you're an axis only player (like intelligence209 here) then ofcourse nothing should ever change because otherwise these brainless friendly factions might stop being so retard friendly. Btw in another topic Im trying to convince people about the obvious fact that conscripts need rebalancing or price adjustment. But I still encounter trolls that try to defend the status quo even saying that soviets dont need main infantry to be balanced. Basically I regret ever buying this game. In: COH2 Balance |
Thread: Conscripts need to be balanced11 Aug 2017, 17:11 PM
Also people here talk a lot about conscripts being better at close range, let me explain something to those of you who think cons have better dps at close range than any axis unit. Close range squad dps (upgunned) sturmpios - 65,32 pgrens - 63,12 rifleman - 38,30 (46,06 - 2 bars) penals - 34,20 sappers - 30,92 pios - 28,96 grens - 24,88 (26,32 - mg42) volks - 24,70 (44,26 - stg) rear echelon - 23,12 cons - 21,42 tommy squad - 20,88 combat engis - 13,68 What close range are you fucking talking about? This is the dps of a squad not a single model. So even if you close the distance without losing a model YOU STILL LOSE. And remember axis units are stronger at long range, while your units are running with low accuracy they get shot at by axis with stable accuracy and dps advantage. Lets see how strong are axis squads at long range and especially where do cons fit in the picture: Long range squad dps (upgunned) tommy squad - 12,32 penals - 11,4 volks - 9,65 (11,48) grens - 9,64 (14,42 - lmg) sturmpios - 6,24 rifleman - 9,20 (9,42 - 2 bars) pgrens - 7,44 cons - 5,28 rear echelon - 4,44 combat engis - 3,52 pios - 2,28 sappers - 1,44 So in sum, you pay 240mp (the same price as a grenadier unit) but you get a unit worse at every range. 4 man squad with a long range weapon profile has better squad dps than a 6 man unit at close range xD. And every encounter starts at long range, where axis have the most dps advantage so before you even get into close range you will probably already lose one man lowering your dps in 1v1 scenario. And since axis units have long range weapon profile they dont have the need to close the distance, they will just continue to push with a blob at max range. So to even close in the distance on 3 units blob you need to have at least 4 units. With cons you would have to have at least 5 units, since 1 unit will most probably get focused and bursted down at max range before it even closes in the distance. And since your cons still dish out worse dmg at close range you need 1 more unit to outdamage the enemy. So you basically need 1200 mp of inital investment mp to counter 720 mp. Unholy imbalance. One might say that the reinforcement cost is a form of compansation. 30 for grens, 20 for cons. But its not, because you actually need to deal dmg and kill a model to force the enemy to reinforce. Comparing cons to volks is just pointless, just look at the dps, you have literally no way of outdps them at any range. Volks deal 15% more dmg up close (106% more upgunned), 82% more dmg at long range (117% upgunned) and they cost only 4% more initial mp and 25% more reinfocement cost. Thats why I just want the unit cost to represent its performance in comparison to other units of the same tier. Initial mp cost should reflect vanilla unit performance. While reinforcement cost should scale with vet and weapon upgrades to reflect its increasing late game performance. Other great argument is that soviets dont really need a line infantry, because... yeah because of what? Because their support weapons are so high quality? Which one? Maxim, mortar or maybe you should build zis guns to kill infantry? Soviets always had a big problem with killing infantry. After penals buff everyone switched to them because now they are the only effective unit they have. Penals on the other had are just expensive and they come in very late when compared to okw for instance. You field so few of them early that you lose map pressure by the time that volks get upgunned with stg and start winning against penals close range. And since they also have incediary nades by that time they start spamming them to force you out of any cover. You might say that penals have good long range dps, which works only when you can stay in cover. Simple ost grens will always be the best long range unit because of the rifle nades. And in 2v2 environement where ost move with 3 squad blobs everywhere there is almost no chance of spotting or hearing a rifle nade. I mean raw stats dont really reflect the imbalance in this game. There are a lot of other small things. In: COH2 Balance |
Thread: Conscripts need to be balanced11 Aug 2017, 14:54 PM
yeah staying at long range... rifles with lmg maybe but remember cons do not have any long range weapon upgrade I was striving more towards cost effeciency balanced. Basically lets make the cost of a unit reflect its effectivness on the field. If volks were the benchmark for cons from my math if volks cost 250 mp cons should cost around 200 mp with reinforcement cost scaling from 25 to 12 mp at vet3. That would balance the game without changing anything else in it. And the cost I proposed doesnt even take into account the fact that you have to pay for 2 more upgrades for cons. This just balances raw fighting potential of a vanilla and vetted unit. In: COH2 Balance |
Thread: Conscripts need to be balanced11 Aug 2017, 04:44 AM
you know what how about we just forget about balance and make the game more retarded, for instance lets make cons cost 300 mp, lets take away cons shitty mosins and give them swords instead also lets lower molotov throw speed even more so it takes a whole minute to throw one and remove at nade at all because thats unfair for the nazis, instead of oorah and merge give them more trip flares for penals I suggest to increase their cost to 500 mp, but since its heavier infantry we cant give them swords so lets give them slingshots and some rocks but lower their accuracy so they cant hit anyone, I would also suggest lowering the range on satchel because its still a bit too long, also lets make the satchel stick to penals instead of vehicles it would be fun if we removed suppression from maxims at all because at this point they can still barely sometimes suppress axis and I think its unfair, also mp cost should be higher like 300 its obvious that soviet mortar attack speed is waaay too high compared to axis, I suggest lowering it and also lowering its range because its unfair that both axis and soviet mortars have the same range, clearly soviets dont need a mortar this good, I mean, if they dont need an infantry and a useful mg why would they need a mortar? those are my few ideas for how to make the game at least more funny, let me know what ideas do you guys have In: COH2 Balance |
Thread: Conscripts need to be balanced9 Aug 2017, 01:51 AM
Well the way you framed it wasnt clear enough. Next time write something like "I agree" or "yes". Simpler that way with fewer words. Yeah but nevertheless trying to balance the game holistically where each faction ganes advantages during each stage of the game doesnt really work imo. Earlier stages of the game are always more important than later stages because advantages bleed from one stage to the next. Having advantage during early game gives you an upper hand during mid game and so on. Early game advantages snowball the game. Thats why its so important to have balanced cost effeciency especially during early stages of the game. Simple solution might be adjusting unit building cost in line with its vanilla combat capabilities (by vanilla I mean no vet without upgrades, volks vanilla should take into account incediary nades and pfausts since they dont require upgrades). Reinforcement cost would take into account units progressive strength taking into account upgraded weapon, max vet, utility abilities etc. TBH reinforcement cost should be scaling with units vet + weapon upgrades. So for each level vetted unit should be more expensive to reinforce. This way both early and later stages of the game get balanced. In: COH2 Balance |
Thread: Conscripts need to be balanced9 Aug 2017, 00:44 AM
This kind of attitude changes nothing. Because views on balance vary things should stay the same. Nonsense. Clearly current balancing strategy didnt improve state of the game drastically. Basically things have stayed the same for years. I understand that from an axis players standpoint the game should stay the same because he has clear advantages. But believe me you will have much more satisfaction from the game when its fair. I played axis especially during penal flamer meta, because I hate playing overpowered shit. I like it when its a challenge but a fair one too. Having an intelligent opponent is a challenge enough, being handicapped is something I dont need. In: COH2 Balance |
Thread: Conscripts need to be balanced8 Aug 2017, 23:02 PM
There is another missed element of the puzzle. A silent advantage everyone didint notice or failed to acknowledge that ultimately leads to some factions losing early game. I mean starting resources + the mp cost of the free unit, unit cost effeciency and side techs. Overall early game advantages and how they snowball into latter stages of the game. It looks like this: faction - starting resources - free unit cost - in sum OKW - 340 + 300 = 640 UKF - 340 + 280 = 620 USF - 400 + 200 = 600 OST - 420 + 200 = 620 - 80 barracks = 540 SOV - 390 + 170 = 560 - 160 barracks = 400 Also relatively allied mgs are weaker early game compared to axis because okw has sturmpios that can rape you in the house and mg42 is stronger than any other mg in the game. Also brit IS costing 280 can lose to pios 200 at close range. Even rifles can lose to pios close range. So ost early game with double pios + double mg isnt that bad when compared to soviet combat engineers + cons (stop comparing ost to soviets please, they are literally on a different level). Both rear echelons and pios cost 200 but can you imagine RE actually winning against pios? This is how ost can still cap while you are forced to retreat. On top of which pios get flamer upgrade later on, can plant mines, build bunkers etc. Basically 10x more cost effective when it actually counts. RE can use later on man vehicles and carry weapons but any weapon they carry deals significantly less damage when compared to main infantry so its always better to equip your rifles first. While on the other hand a flamer is always usefull no matter the case, there is always a building to clear and flamers are best at doing that. When we compare okw to sov we get less resources as sov even if we dont build barracks. Combat engineers cost 170 mp while sturmpios 300, double combat engis cost 340, can you imagine a world where double sov engis win against sturmpios? Maybe in very favorable circumstances. Combat engis cant win vs volks while sturmpios rape cons anytime, anywhere. If we decide to go penals our starting resources effectively schrink to 400. This is possibly the main reason why some factions seem stronger especially in 2v2s where you have to contest the same resource points with the very first units. After the first wave of units okw will have favorable position due to effective resource advantage. Now advantageous okw positions force sov player to put in even more resources to regain that position. In that case soviets will be put in mp drain situation on top of already having less resources. Even if we went con spam early and somehow defended against early okw push cons will become an even bigger mp drain due to lack of upgrades, no free at or nades, no monster scaling. You can always pay 250 mp and 40 fuel + pick a specific commander early to elevate cons cost effeciency to volks level but that limits your early game resources even more allowing okw to field another unit or tech up instead. Also this leaves you open to getting your commander countered because you chose to pick him early making it even easier for okw to stay ahead. Even if you gain an early lead there is literally no possible way to get ahead of okw if the okw player has at least half a brain. IMO best way of balancing the game would be first to adjust costs and side techs. First, redistribute side techs to all factions equally and re-adjust teching costs. By side techs I mean an upgrade that is not a requirement to tech up which can increase your units cost effeciency. Second, adjust cost effeciency of units. Especially T0 and T1 units. So if a unit like cons performs like shit then it should cost shit. I apply simple logic to early game stage, two units costing 240 should be able to easily fend off a 300 mp unit (cons vs sturmpios). A unit costing 240 should be as cost effective as 250 mp unit. The same rule applies to mg42 vs maxim cost effeciency. How are those two mgs valued at 260 each is beyond my comprehension. When maxim has worse sight range, range, damage, suppresion, armor penetration and arc of fire. Literally worse unit in every aspect, less cost effecient but costing the same as mg42 260 mp becuse its called a machine gun, while at the same time mg34 costs 230 mp while still performing better than maxim. I mean whoever is balancing the cost of units (F*** YOU). Game should be balanced stage by stage. First early game, then mid game and late game lastly when previous two stages allow both sides a fair game. Btw Im not sure but this information might need to be presented in a separate topic, what do you think? I just want all factions to have a fair early game stage. Balanced, equal. In: COH2 Balance |
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